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The Evolution of RPGs, Storytelling

Sessions held yesterday and today touched on the future of games and story in this new generation of games. Yesterday Microsoft held a panel with RPG veterans Hironobu Sakaguchi (currently working on Blue Planet), Peter Molyneux(Fable 2), and Dr. Ray Muzkya(Mass Effect). Between the three of them, these well known designers offered a view of the next step in RPGs. Sakaguchi in particular was vocal about his love of online RPGs, and there was some talk of differing player experiences the content-heavy titles genre. Meanwhile, on the heels of Phil Harrison's keynote, Warren Spector took the stage in a conference room to discuss next-gen storytelling. His biggest complaint was the linear nature of games today, and the sameness of experiences. Different talks, with insightful and similar conclusions.

2 of 64 comments (clear)

  1. Re:finally by Joe+Random · · Score: 5, Funny

    You mean no more of this?:

    Hero: "Hello, bartender."
    Bartender: "*sigh* I've been so depressed since my cat ran away".

    H: "Wow, that sucks. Can I get a beer?"
    B: "*sigh* I've been so depressed since my cat ran away".

    H: "Yeah, I know. But cats do that sometimes. Who knows, maybe it'll come back. Now, how about that beer?"
    B: "*sigh* I've been so depressed since my cat ran away".

    H: "We've gone over that already. Beer? Please?"
    B: "*sigh* I've been so depressed since my cat ran away".

    H: "What the Hell?! Just do your job and get me a damned beer!"
    B: "*sigh* I've been so depressed since my cat ran away".

    H: "I KNOW that you want me to find the damned cat already! Fine! I'll find your cat! Never mind that I'm busy hunting down an evil sorcerer who intends on enslaving the entire kingdom. Cats take priority, right? If it's a cat you want, it's a cat you'll get. Okay? Satisfied? Now how about one for the road . . . the road I'm taking to find your cat?"
    B: "*sigh* I've been so depressed since my cat ran away".

    H: "That DOES IT! I'm just going to kill you and TAKE the damned beer. How's THAT sound, huh?!"
    B: "*sigh* I've been so depressed since my cat ran away".

    H: "Gaaaaaaahhhhhhh" *hack* *slash* *chop*
    [Your reputation for evil has increased by 200. Townsfolk will no longer trade with you (yes, that includes beer)]

    H: "Oh Krom-dammit."

  2. Linearity is cost-effective by omnilynx · · Score: 5, Insightful

    The problem with non-linearity is that then you're paying to produce content that any single player is probably not going to experience. Sure, he can play the story over again to explore the different branches, but who except hardcore fans wants to do that? The challenge, rather, is to create mainly linear story lines that seem non-linear, by giving the illusion of choice, such as giving several choices that funnel back into the main thread. Another possibility is to give the player control over chronology: he chooses which parts of the story he wishes to advance when he wants. Both of these have applicability limited by the dictates of the story, of course.

    The only place true non-linearity fits is when it's the primary selling point of the game. Sandbox games like the GTA series or world-based MMORPGs require non-linearity by their very nature (Of course, they also have storylines but those clearly aren't the main selling points). RPGs, though, are meant to be story-driven, and a story is primarily linear, since that's the way we humans experience time.

    --
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